Address OpenSpace PR comments

This commit is contained in:
Malin Ejdbo
2021-02-05 14:14:13 +01:00
parent 08e2c3fb41
commit f65eaaba4d
3 changed files with 61 additions and 63 deletions

View File

@@ -305,22 +305,22 @@ RenderableModel::RenderableModel(const ghoul::Dictionary& dictionary)
));
}
if (geometries.size() > 0) {
if (!geometries.empty()) {
ghoul::modelgeometry::ModelGeometry combinedGeometry =
std::move(*geometries[0].release());
// Combine all models into one ModelGeometry
for (unsigned int i = 1; i < geometries.size(); ++i) {
for (unsigned int m = 0; m < geometries[i]->meshes().size(); ++m) {
for (const ghoul::io::ModelMesh& mesh : geometries[i]->meshes()) {
combinedGeometry.meshes().push_back(
std::move(geometries[i]->meshes()[m])
std::move(mesh)
);
}
for (unsigned int t = 0; t < geometries[i]->textureStorage().size(); ++t) {
combinedGeometry.textureStorage().push_back(
std::move(geometries[i]->textureStorage()[t])
);
for (const ghoul::modelgeometry::ModelGeometry::TextureEntry& texture
: geometries[i]->textureStorage())
{
combinedGeometry.textureStorage().push_back(std::move(texture));
}
}
_geometry = std::make_unique<ghoul::modelgeometry::ModelGeometry>(

View File

@@ -58,33 +58,33 @@ uniform float opacity = 1.0;
Fragment getFragment() {
// Render invisible mesh with flashy procedural material
if(use_forced_color) {
Fragment frag;
// Render invisible mesh with flashy procedural material
if (use_forced_color) {
Fragment frag;
vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
chessboard = fract(chessboard * 0.5);
chessboard *= 2;
// Pink and complementary green in a chessboard pattern
frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
vec3 adjustedPos = floor(vs_positionCameraSpace.xyz * 3.0);
float chessboard = adjustedPos.x + adjustedPos.y + adjustedPos.z;
chessboard = fract(chessboard * 0.5);
chessboard *= 2;
// Pink and complementary green in a chessboard pattern
frag.color.rgb = mix(vec3(1.0, 0.0, 0.8), vec3(0.0, 1.0, 0.2), chessboard);
frag.color.a = opacity;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
frag.color.a = opacity;
frag.depth = vs_screenSpaceDepth;
frag.gPosition = vs_positionCameraSpace;
frag.gNormal = vec4(vs_normalViewSpace, 0.0);
frag.disableLDR2HDR = true;
return frag;
}
return frag;
}
vec3 diffuseAlbedo;
if (has_texture_diffuse) {
diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
}
else {
diffuseAlbedo = color_diffuse;
}
vec3 diffuseAlbedo;
if (has_texture_diffuse) {
diffuseAlbedo = texture(texture_diffuse, vs_st).rgb;
}
else {
diffuseAlbedo = color_diffuse;
}
if (opacity == 0.0) {
discard;
@@ -94,32 +94,32 @@ Fragment getFragment() {
if (performShading) {
vec3 specularAlbedo;
if (has_texture_specular) {
specularAlbedo = texture(texture_specular, vs_st).rgb;
}
else {
if(has_color_specular) {
specularAlbedo = color_specular;
}
else {
specularAlbedo = vec3(1.0);
}
}
vec3 specularAlbedo;
if (has_texture_specular) {
specularAlbedo = texture(texture_specular, vs_st).rgb;
}
else {
if (has_color_specular) {
specularAlbedo = color_specular;
}
else {
specularAlbedo = vec3(1.0);
}
}
// Some of these values could be passed in as uniforms
const vec3 lightColorAmbient = vec3(1.0);
const vec3 lightColor = vec3(1.0);
vec3 n;
if(has_texture_normal) {
vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
n = normalize(TBN * normalAlbedo);
}
else {
n = normalize(vs_normalViewSpace);
}
if (has_texture_normal) {
vec3 normalAlbedo = texture(texture_normal, vs_st).rgb;
normalAlbedo = normalize(normalAlbedo * 2.0 - 1.0);
n = normalize(TBN * normalAlbedo);
}
else {
n = normalize(vs_normalViewSpace);
}
vec3 c = normalize(vs_positionCameraSpace.xyz);
@@ -133,9 +133,9 @@ Fragment getFragment() {
float specularCosineFactor = dot(c,r);
const float specularPower = 100.0;
vec3 diffuseColor =
diffuseIntensity * lightColor * diffuseAlbedo *
max(diffuseCosineFactor, 0);
vec3 diffuseColor =
diffuseIntensity * lightColor * diffuseAlbedo *
max(diffuseCosineFactor, 0);
vec3 specularColor =
specularIntensity * lightColor * specularAlbedo *
@@ -167,4 +167,4 @@ Fragment getFragment() {
frag.disableLDR2HDR = true;
return frag;
}
}

View File

@@ -93,7 +93,7 @@ documentation::Documentation RenderableModelProjection::Documentation() {
KeyGeomModelFile,
new OrVerifier({ new StringVerifier, new StringListVerifier }),
Optional::No,
"The file or files that that is used for rendering this model"
"The file or files that are used for rendering of this model"
},
{
keyProjection,
@@ -160,16 +160,14 @@ RenderableModelProjection::RenderableModelProjection(const ghoul::Dictionary& di
// Combine all models into one ModelGeometry
for (unsigned int i = 1; i < geometries.size(); ++i) {
for (unsigned int m = 0; m < geometries[i]->meshes().size(); ++m) {
combinedGeometry.meshes().push_back(
std::move(geometries[i]->meshes()[m])
);
for (const ghoul::io::ModelMesh& mesh : geometries[i]->meshes()) {
combinedGeometry.meshes().push_back(std::move(mesh));
}
for (unsigned int t = 0; t < geometries[i]->textureStorage().size(); ++t) {
combinedGeometry.textureStorage().push_back(
std::move(geometries[i]->textureStorage()[t])
);
for (const ghoul::modelgeometry::ModelGeometry::TextureEntry& texture
: geometries[i]->textureStorage())
{
combinedGeometry.textureStorage().push_back(std::move(texture));
}
}
_geometry = std::make_unique<ghoul::modelgeometry::ModelGeometry>(